• Title/Summary/Keyword: 컴퓨터 중독

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Computer Game Addiction and Physical Health of Korea Children : Mediating Effects of Anxiety (아동의 컴퓨터 게임 중독과 신체 증상: 불안의 매개효과)

  • Kwon, Sun-Jung;Kim, Kyo-Heon;Lee, Hong-Seock
    • Survey Research
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    • v.6 no.2
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    • pp.33-50
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    • 2005
  • The purpose of this study was to investigate whether Korean children's being addiction to computer game had an effect on physical health(headache, insomnia, indigestion, cardivascular). We considered both direct effects of that addiction and indirect effects which caused an negative emotion(anxiety). For this study, we collected data from 800 students of grades and 6 in Daejeon, Korea. Among them, we analyzed the data of 572 students[408 boys(71.3%) and 164 girls(28.7%) respectively] who had played computer games for a long period of time(two years or more). Reliability of the scale used on this study was a proper level by $.64{\sim}.91$ and we operated an analysis of structural equation pattern to make relationships of variable causes clear. As a result of examining an index of fitness of each model, it was proved for the fitness of every model(all GFI >.931, all CFI >.939, all NNFI >.929, all RMSEA <.046) to be acceptable. Not only the computer game addiction affected(all ps<.001) directly on physical symptoms(headache ${\beta}$=.211, insomnia ${\beta}$=.289, indigestion ${\beta}$ =.214, cardivascular ${\beta}$=.349), but also it affected(${\beta}$=.458, p<.001) on anxiety. In addition, the effect of anxiety on physical symptoms(headache ${\beta}$=.419, insomnia ${\beta}$=.375, indigestion ${\beta}$=.498, cardivascular ${\beta}$=.328) was significant. As a result of yielding the indirect effects of computer game abuse mediated by anxiety, headache was measured up ${\beta}$=.192, insomnia ${\beta}$=.172, indigestion ${\beta}$ =.228 and cardivascular ${\beta}$=.151. The computer game addiction caused 21% of anxiety and this mediate model proved that the computer game addiction caused 30% of headache, 32% of insomnia, 39% of indigestion, and 34% of cardivascular symptom. As a result of this study, the computer game addiction has a negative effect on physical health both directly and indirectly. Especially, cardivascular was influenced most extremely, then insomnia, indigestion, and headache in order. The implications gleaned from this study were discussed with considerations for future study and practical aspect.

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The Effect of Myungsimbogam Lessons on Information and Communication Ethics (정보통신윤리의식에 대한 명심보감 학습의 효과)

  • Son, Kyung-Ho;Lee, Soo-Jung
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.165-172
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    • 2012
  • Information-oriented society caused by development of computer and communication has benefited us with a convenient life. However, its side effects are widespread, which increases the need of the education of information and communication ethics. In this study, we take an approach of virtue education to cultivate information and communication ethics, as virtue is required to make a desirable information-oriented society. Lessons of Myungsimbogam were administered to the 6th grade elementary school students for nine weeks. The results demonstrated positive effects in internet addiction, chat addiction, and netiquette for the experimental group. However, no positive effects in game addiction were found.

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Design of Computer Using-Time Control System for Prevention of Game Toxication (게임중독 예방을 위한 컴퓨터 사용시간 제어시스템)

  • Cho, Sang-Hyun;Choi, Min-Kyu
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.17-23
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    • 2001
  • In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.

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A Study of the Influence Factors on the Internet Addiction of the Elderly (노인의 인터넷 중독 경향에 영향을 미치는 요인에 관한 연구)

  • Ko, Jea Ug;Kim, Soo Bong
    • 한국노년학
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    • v.32 no.2
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    • pp.649-668
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    • 2012
  • The purpose of this study ahead of the aging society in Korea to prevent problems of the elderly aged new addiction Internet Addiction and identify factors affecting the quantitative increase and qualitative improvement beyond that aims to promote. To this end, residents in Seoul over the age of 60's targets, local welfare, cultural centers, senior centers and other research in the area through one-on-one interviews were conducted the survey. Findings The average degree of Internet addiction elderly 36.16 points (SD = 10.02) and the distribution of at least 20 points to 65 points, respectively. Factors affecting the degree of Internet addiction as a computer time (β = .248, p <.001), mon allowance (β = .180, p <.01), age (β = .139, p <.01) and social support (β = .087, p <.05), self-efficacy (β = - .078, p <.05), most used location (β = - .116, p <.05), degree of family relationship (β = - .147, p <.01), housing type (β = - .153, p <.01), were of the order, this factor was 17.6% of the variance. In other words, the more computer time, the higher the age, the more mon allowance, housing is not self, the lower the degree of family relationship, the house is not a place most used, lower self-efficacy, social support is high As increasing the degree of Internet addiction was thought to be the two predictor variables. Survey results to target the elderly through the Internet addiction group psychotherapy program implementation, and production and distribution of manuals related to Internet use and addiction-related factors, according to the case-by-case Case management services are tailored to be done, and the Internet in general for seniors potential risks related to use in training and preventive services for the elderly will need to be made.

Relationship between Internet Game Addiction, Self Control and Impulsiveness in Elementary School Students (초등학생(初等學生)의 인터넷 게임중독(中毒)과 자아통제(自我統制), 충동성(衝動性)과의 관계(關係))

  • Woo, Joung-Ryae;Hong, Jee-Young;Lee, Moo-Sik;Na, Baeg-Ju;Lee, Jin-Yong;Hwang, Ji-Hye
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.751-754
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    • 2010
  • 본 연구는 초등학교 5, 6학년 학생들을 대상으로 인터넷 게임중독과 자아통제, 충동성과의 관계를 파악하여 올바른 인터넷 사용 문화를 장려하고, 과도한 인터넷 사용 방지교육을 위한 기초자료를 제공하고자 시도되었다. 자료는 2009년 11월 9일에서 11월 30일까지 익산시내 3개 초등학교를 임의로 선정하여 5, 6학년 학생 927명을 대상으로 조사하였다. 자료 분석은 SPSS WIN(12.0 한글판) 프로그램을 이용하여 카이제곱검정, t-검정, 일원배치 분산분석, 다중회귀분석의 통계적 방법을 이용하였다. 본 연구의 결과로는 대상자의 인터넷 게임중독 정도는 '정상' 483명(54.3%), '중독초기' 363명(40.8%), '중독중증' 43명(4.8%)으로 나타났다. 일반적 특성에 따른 인터넷 게임중독 정도를 분석한 결과 성별(p<0.01)이 유의한 차이가 있었으며 컴퓨터 사용 특성에 따른 인터넷 게임중독 정도는 이용장소(p<0.05), 주요활동(p<0.01), 평일 이용시간(p<0.01), 주말 이용시간(p<0.01)이 유의한 차이가 있었다. 또한, 인터넷 게임중독과 자아통제와의 관계를 분석한 결과 인터넷 게임중독 경향이 높을수록 자아통제 점수가 낮으며, 자아통제 점수가 높을수록 인터넷 게임중독 경향이 낮은 것으로 조사되었으며(p<0.01) 인터넷 게임중독과 충동성과의 관계를 분석한 결과 인터넷 게임중독 경향이 높을수록 충동성 점수가 높은 것으로 조사 되었는데, 이는 충동성 점수가 낮을수록 인터넷 게임중독 경향이 낮음을 의미한다(p<0.01). 자아통제와 충동성과의 관계를 분석한 결과 자아통제가 낮을수록 충동성이 높으며, 자아통제가 높을수록 충동성이 낮은 것으로 나타나서 자아통제와 충동성은 서로 반대 개념인 것을 알 수 있었으며(p<0.01) 인터넷 게임중독과 자아통제, 충동성과의 다중회귀분석 결과 유의한 영향을 주는 변수는 성별(p<0.01), 학교성적(p<0.01), 주요활동(p<0.01), 평일 이용시간(p<0.01), 주말 이용시간(p<0.01), 자아통제(p<0.01), 충동성(p<0.01)이었다. 여학생보다 남학생이, 학교성적이 높을수록, 주요활동이 비학습관련인 경우, 평일 이용시간이 1시간이상 이용할수록, 주말 이용시간이 2시간이상 많이 이용할수록, 자아통제가 낮을수록, 충동성이 높을수록, 인터넷 게임중독 경향이 높은 것으로 나타났다. 이상의 결과를 종합해 보면, 인터넷 게임중독 경향이 높을수록 자아통제 정도가 낮게, 충동성 정도는 높게 나타나고, 인터넷 게임중독 경향이 낮을수록 자아통제 정도가 높게, 충동성 정도는 낮게 나타나는 것을 알 수 있다. 또한 자아통제와 충동성은 상반된 개념으로 자아통제 정도가 높을수록 충동성은 낮아지고 자아통제 정도가 낮을수록 충동성이 높아짐을 알 수 있다.

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Information Culture Index Analysis from the Perspective of the Internet.Cell-Phone Addiction (10대 청소년의 인터넷.휴대폰 중독 관점에서의 정보문화지수에 대한 고찰)

  • Ko, Young-Min;Kim, Hyung-Chul;Park, Chan-Jung;Hyun, Jung-Suk;Kim, Cheol-Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.13-23
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    • 2011
  • Information Culture Index (ICI) is the quantitative value that represents people's information literacy levels. Also, it diagnoses the people's knowledge, ethics, emotion, and practice synthetically. As the Internet and cell phone addiction have been increasing when people access information on the web recently, it is necessary to analyze the meaning of the ICI from the Internet and cell phone addiction perspectives and to confirm if it goes well in the right direction. In this paper, we analyze the characteristics of the people who have high ICIs. At the same time, we perform the statistical analysis combining ICIs with the Internet and the cell-phone addiction levels. In particular, the meaning of the Information Practicing factor, which is one of the ICI factors, is examined. By doing these, we confirm if the current ICI works correctly or not, and propose a better way for measuring ICIs. In order to do these, we survey and analyze data with basic statistical methods and structural equation model.

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Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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A Study on the Relationship between Cultural Intervention and Alcoholism in Mongolia (몽골에서의 문화개입과 알코올 중독증의 관계에 관한 연구)

  • Bolormaa, Baatar;Noh, Yun-Chae;Kim, Jong-Wook
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.2
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    • pp.157-167
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    • 2015
  • There is literature addressing to cultural aspects of alcohol and alcoholism. However, scholars have paid little attention to study what will happen to alcohol consumption behavior and alcoholism if there is a national government cultural intervention, so that the alcohol drinking culture would change in association with the change of internal institution in a society. This work attempted to study this research question. For this purpose, I selected Mongolia as a research case and examined survey data, statistical data, and data from research-based resources, referring to the last 70 years profile of Mongolian alcohol per capital consumption and alcoholism as well as studying Mongolian historical sources for measuring Mongolian traditional alcohol drinking customs. The data I gathered and observed during this research proved that there is a huge difference between the current drinking culture among younger generation and Mongolian traditional cultural context that was respected and strictly followed by their ancestors. Findings suggest that there has been a parallel increase between the change of alcohol drinking culture and alcohol consumption in connection with the modernization.

The Impacts of University Students' Aggression on University Life Adjustment through Smartphone Addiction

  • Cha, Eun-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.7
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    • pp.75-82
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    • 2021
  • The purpose of the current study was to investigate the causal relationship between university students' aggression and college life adjustment and to test whether smartphone addiction had a mediating effect between the two variables. A sample of 368 students from 5 universities in G Metropolitan City were included in the analysis and structural equation modeling (SEM) was employed to test the hypotheses. The major results were as follows. First, university students' aggression had a significant positive effect on smartphone addiction. Second, the effect of aggression on college life adjustment was not significant. Third, university students' smartphone addiction had a significant negative effect on college life adjustment. Fourth, university students' aggression had a significant effect on college life adjustment through smartphone addiction. Finally, theoretical and practical implications were discussed in terms of enhancing college life adjustment.

A study on the impact of smartphone addiction on adolescents' school adaptation - Focusing on students attending middle schools in Gwangju Metropolitan City

  • Gull Lim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.231-239
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    • 2024
  • This study was conducted with the purpose of understanding the factors that influence smartphone addiction on adolescents' school adaptation. The subjects were examined with a focus on students currently attending middle schools in Gwangju Metropolitan City, and data analysis was conducted using SPSS 26.0 to examine the factors influencing school adaptation, focusing on the inducements and forced inducements that lead teenagers to fall into smartphone addiction. As a result of the analysis, it was found that anonymity and desire satisfaction among the attractive factors leading to smartphone addiction have a negative impact on school adaptation, and the forcing factors that cause adolescents to become overly dependent on smartphones include online games, online chatting, online addiction, and social interaction. It was analyzed that both action and information search had a negative impact on adolescents' school adaptation. Based on the above results, policy recommendations were presented by considering the points pointed out by the two discovered factors.